我的精灵工具包SKAction.playSoundFileNamed有问题。 在实践中,经过一段时间它正确播放,应用程序崩溃说它不会加载。 该文件包含在捆绑导入中,项目文件存在且一切都已正确设置。
唯一的问题,经过一段时间我玩,我会崩溃说它找不到文件,或者至少无法加载。
我的问题是,每次声音SKAction.playSoundFileNamed有没有办法充电?
编辑 - 已解决
//init
var sound = SKAction.playSoundFileNamed("sound.mp3", waitForCompletion: false)
var sound2 = SKAction.playSoundFileNamed("sound2.mp3", waitForCompletion: false)
//in the code call function when play sound:
playSound(sound)
...
func playSound(soundVariable : SKAction)
{
runAction(soundVariable)
}
实例化的预加载声音不再生成崩溃
答案 0 :(得分:9)
预先声音变量
//init
var sound = SKAction.playSoundFileNamed("sound.mp3", waitForCompletion: false)
var sound2 = SKAction.playSoundFileNamed("sound2.mp3", waitForCompletion: false)
//in the code call function when play sound:
playSound(sound)
...
func playSound(soundVariable : SKAction)
{
runAction(soundVariable)
}
答案 1 :(得分:-1)
我有一个类型为SKNode的小助手类来播放音频文件。 注意:必须将助手对象添加到SKScene层次结构中才能播放音频。
import UIKit
enum SFX_TYPE:Int
{
case NEW_LEVEL = 0
case BANG = 1
}
let SFXContainer:[SFX_TYPE:[SKAction]] = [
SFX_TYPE.NEW_LEVEL : [SKAction.playSoundFileNamed("newlevel.m4a", waitForCompletion: true)],
SFX_TYPE.BANG : [
SKAction.playSoundFileNamed("explosion1.m4a", waitForCompletion: true),
SKAction.playSoundFileNamed("explosion2.m4a", waitForCompletion: true),
SKAction.playSoundFileNamed("explosion3.m4a", waitForCompletion: true),
SKAction.playSoundFileNamed("explosion4.m4a", waitForCompletion: true)
]
]
class SabilandSound: SKNode {
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
deinit
{
Helper.masterObserverRemove(self)
}
override init()
{
super.init()
NSNotificationCenter.defaultCenter().addObserver(self, selector: Selector("masterPlaySFX:"), name: NCNPlaySFX, object: nil)
}
func masterPlaySFX(n:NSNotification)
{
let st = SFX_TYPE(rawValue: n.userInfo![NCNPlaySFX] as! Int)!
let c = SFXContainer[st]!
let a = SFXContainer[st]![Helper.randomBetween(0, max: c.count, includeMax: false)]
runAction(a)
}
}